Hello. We have upgraded our project from 2017.1 to 2017.4, so we are actually on a supported version of Unity. Our app uses Deferred rendering, and lightmapping for some scenes. We use Asset Bundles. Our app runs on both Android and PC. I have ran into the issue where objects in our scene that are light mapped are being rendered as solid white. As far as I can tell and according to the Frame Debugger, the Standard Shader is writing solid white into RT3. Decompiling the asset bundle that contains a material that is on a lightmapped object and looking at the Standard Shader that is built, I noticed that it does not have a "LIGHTMAP_ON" variant of the shader. Our scenes are stored in Asset Bundles. The issue only exists if the scenes are loaded from asset bundles. So far, I have found that changing the Shader Stripping "Lightmap Modes" from "Automatic" to "Custom" and selecting only "Baked Directional" fixes this issue, but it adds a total of 1gb to the final size of the build. It also causes the program to now take up about 12gb of ram while running (as opposed to the previous 1 or 2gb). Adding the Standard Shader to the "Always Included Shaders" list helps, it only adds 200mb to the build size, and takes about 600mb additional ram at run time. However, I cannot run the program on Android at all, it just hangs on a black screen. I found this in the log of our android build: Code (CSharp): Compiled shader 'Standard (Specular setup)' in 3982.64s gles3 (total internal programs: 259392, unique: 105188) Compressed shader 'Standard (Specular setup)' on gles3 from 719.47MB to 62.57MB Compiled shader 'Standard' in 3689.35s gles3 (total internal programs: 240960, unique: 102948) Compressed shader 'Standard' on gles3 from 713.61MB to 61.95MB I don't really understand what would have changed between 2017.1 and 2017.4 to break lightmap rendering like this, and I don't know why not stripping one light map mode causes the shader variant count to blow out of control. I am a bit stuck at the moment solving this issue.